Are you asking for people to leak the map? Penguin will release it when it's done and no sooner. You're not getting it until then.
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a leak would have been nice a long time ago, you guys are seriously too slow, lazy lazy lazy...
Or maybe they're too busy with their own lives, family, social lives, work and education to spend non stop effort on their hobby.
The people who make these maps are not contrary to your beliefs here to serve you and only make these things as their own entertainment.
thats ridiculous i make maps and i spend about half an hour each day and i have more to show in a week than the the entire z team and h3mt have to show in a year
have you seen any of my work? the answer is probably no, so at the risk of going off topic here is some of my work (took me 3-4 weeks) (very very old btw)
http://i769.photobucket.com/albums/x...g?t=1287094365
Lol. Is this supposed to be a joke?
That's nice kid. When you can produce the quality of work I can (and your quality is utter shit might I add), down to this close of detail, while maintaining a job, girlfriend, and getting a bachelors degree, in a shorter period of time then you may comment on the pace of my work. But, believe it or not, after working my ass off all week, it's more appealing for me to hang out with real people, and often get absolutely shitfaced, than sit here and keep working on this map for and engine that can hardly support for a game no one plays, using tools that are almost 9 years old. It will get done when it gets done. Both Con, myself and CAD have been working hard these past few weeks to get everything ready. Be lucky I even feel like releasing it.
I, for one, am highly appreciative of your efforts on this map, Penguin. I think that most of us feel the same way. It looks fantastic! I can sympathize with the time management it takes as well. I remember my undergrad years -- because they weren't that long ago. It was tough trying to juggle family, a girlfriend, two undergrad majors, student organizations, friends, and a job at the same time!
Kudos for spending any time on it at all!
:hist101:
Apparently there was a 'whose pen15 is bigger' contest going on in here.
But then I got here and only found a vagina.
Actually, I think it was just an ass. Now cut the shit and everyone get back on topic.
I'm sorry penguin for being rude, what you do with your time is your own business, if you would like any help with this map, i am willing to model anything you need or get rid of errors (my specialty), i just got into map making in may of this year so perhaps i have more to learn about modeling but i can work quickly.
No offence, man, but I think you should take a bit more time to learn how to model and learn it well. I don't wish to judge you just because are now looked down upon by most of the people who have read this thread now, but I judge you by what you have posted. It really isn't up to par with some of the good model artists here. Keep at it and you'll probably end up with something good in the end. Your services won't really be appreciated by Penguin and Z-Team. Btw, work slowly and do it properly.
Now back to the thread. What is it about the pelican that is actually making it problematic to get it into the game? I thought the pelican was just a very nice looking piece of scenery.
Don't remember there being a problem with getting the actual model in-game, but from what I can last recall without bothering to search through previous pages, I don't believe it's even skinned fully yet?
Why can't you just rip the one from Halo 3 since your using other rips from the game.. or just use Halo 1's.
Because this is supposed to be a recreation of a Halo 3 map... I'd assume they don't want the entire experience to be ruined when you look out to the landing pad and see a shitty looking Pelican.
Speaking of vehicles outside the fence... They should definitely all be drivable, after-all, getting out of bounds on a Halo: CE map will happen. And there should be fun things outside the map that don't effect gameplay inside the map!
Ah, good times. Good old Halo community suggesting reverting to a rip when times are tough. Don't you just love it :)
@Higuy
Why would you ask what is probably the most off topic post on Modacity?
And thats saying something.
Last time I checked, the weapons in this map were rips. I'm not sure what would be so wrong in using another rip. It would be alot easier since the one from Halo 3 has everything you need...
Fuck Halo 3 rip, just rip it all to Reach.
Some are, some ain't. Rips CAN be abused/overused end off.
FUCK. I'm not even going to bother to explain, too dumb to understand...
Case 1:
'Hey, guyz im making a halo 3 conversion, ripping EVERYTHING'.
'Okay then, I will go and play THE ACTUAL GAME!'
Case 2:
'Hey guys, im making a halo 3 conversion, most custom, afew rips'.
'Okay, I will play as its more fun to use custom made content as its different and has some skill involved'.
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and @Maniac:
Depends where about your referring to in the thread because if I recall the first couple of pages I had some posts in which were 100% valid, then the kids joined the club and just chatted a load of shit. Also, if I recall my first post to that guy was normal (no aggression or insulting), then he cryed and STARTED the argument. LOL.
Is that a joke? I'm suggesting something thats very logical and is possible, especially if its holding a good looking map from being released. I'm not trying to say getting your pelican model in game isn't impossible, but I am saying its going to be difficult and take a long time if you cant get anyone to do all the work to it that it needs.
Do I need to lock this until there's some real news? Don't fill this thread up with offtopic discussion of... well, offtopic discussions that happened pages ago.
I could maybe attempt to texture it as I need to practice, let me catchup with my work first at Uni. Then I will give it a go.
I hate to be that guy, but is there any progress on this project? Last I saw the BSP appeared close to completion.
Hunter Unwrapped the pelican... time to texture... I guess?
Me again, necro-posting. Last time I asked about this map was over a year ago, so I'd say its safe to assume this is a project that is probably never going to be complete; which is sad but life tends to get in the way of hobbies.
If you guys (gals?) do want to share the source I'd be willing to port it to H2V as one of my teams last H2 projects. I understand the concern about the Pelican looking good and would try to locate the best model I can, we do have an H3 Pelican but its the crashed one from Valhalla. Send me a PM if interested.
yeah I'd say calling it dead is safe
shit never gets done
Oh shit, cool. Nah shit never does get done. It all comes down to free time man, and often I enjoy other artsy type things besides modding halo these days. I will get in touch with Choking Victim, who has, through OS, been able to increase the limit of rendered triangles the engine encounters causing some graphical issues sometimes. If we can get the implemented over the next....who the fuck knows, but I will try and get this released as is so people can actually play it. Here's some of the most recent screenshots (recent as of like a year+ ago) for those who actually care anymore, also these's no lighting
Get this shit done. Sheesh.
Looking pleasant! I like how it still retains that classicness of Halo CE.
Another product never to be completed :P
Daaaamn. So not dead?
I must say, I didn't expect to ever hear anything about this again. Cool to see the most recent build.
Part of me really wants to bring this to full completion. But finding the time to do so is just so hard. Maybe I'll push it out as is and if I come across the time to finish it I'll release a final copy. Also anyone remember that program Aether or something for lighting? and anyone have the slightest clue how to use it?
^http://hce.halomaps.org/index.cfm?fid=4312
But I have no clue on how to use it yet. FieryScythe does though because he created it. I know Korn still talks to him because of OS.
:woop:
Looks great, i would run it on one of my servers.
I think I'm one of the only people other than Firescythe who actually uses Aether. It is a bit of a pain in the ass to use, but totally worth it in the long run. Be aware that if you actually want high-res lightmaps you'll have to spend a LONG time manually unwrapping lightmap uvs, since tool sucks so badly at it that once you upres the lightmaps you get to see every bad lightmap seam. That being said, if you're willing to put in the work you get great results from it. It also helps to know how to use 3ds Max's lighting system effectively.
The basic steps are to:
1. Absolutely 100% finish the bsp, because once you begin using Aether any bsp changes will destroy any progress you've made.
2. Light the map in 3ds max, exactly the way you want it, down to the shadow types, the soft exterior lighting, hologram lights, everything.
3. A bunch of technical voodoo that's covered in Firescythe's tutorial
4. ???
5. Profit
But seriously, if you do decide you want to use Aether, either contact Firescythe or myself and assistance will be had.
Very good, rated 5 stars, will buy again!
It's not that difficult if I remember correctly, you basically extract lightmaps from tool, do the lighting in max (import all your scenery and place it at same coords, etc). You can also use vray if im not mistaken. You should ask firescythe or deelekgolo, those would be the guys to ask.
Aether will place all the scenery objects automatically, you don't have to do it by hand, that part is definitely pretty easy. And you can use whatever lighting system you want, as long as it casts shadows (though I suppose that's optional) and the bake to texture function recognizes it. It's just the lightmap uvs that are a bit frustrating to iron out.
Well glad you guys are still interested. I might have some free time soon so I will do my best to get this out quickly as possible. Would appreciate it if you guys are willing to help out with Aether when I get there. Also someone refresh my memory, how does halo handle lightmap uv's again? Can it use a secondary UV set, or does it use whatever your base UV set is?
Every time you run radiosity tool splits up the level by portalled area (usually, it's pretty random), then scatters the geometry across the uv field, resulting in a series of bitmaps and uv coordinates. Nothing can overlap since it's lightmap information. Since the lightmaps have their own uv data, Aether can pull both the bsp and the lightmap objects out of Halo for modification. At low resolutions tool's terrible uvs are usually alright, but once you increase the resolution all the seams and related garbage become far more visible.
Here's what rendered lightmaps look like with tool's uvs at high resolution. Excuse the poor draft lighting quality itself:
http://www.modacity.net/forums/showt...l=1#post552267
Look to the second pic, with the black edges and splotches. Now if you keep it at the original resolution, it might be ok, but higher resolution shadows are certainly a plus.
But the tl;dr is that lightmaps have their own set of uvs that are completely separate from those of the level itself.